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Posts posted by DarkAngel
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number 1... The Larch... The Larch.
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Consult your Newton.
Your body in motion is constantly loosing energy, to drag, friction and its own suspension. You are topping this up with the power you are putting back into it. If the available power to replenish this is too low then you will not attain your full speed. You've got to remember with drag its a curve caused by the V^2 in the equation. as you approach top speed the amount of energy required to change its velocity is a lot higher.
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.i..
( )
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Spooky!
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No
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Its a good looking tank. Reminds me of the bastard child of a leopard and a Leclerc.
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Scania Map
in Mods
What are you trying to do Nils?. If all you are trying to do is extract the road data to a blank map I can probably help.
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Put a waypoint for them way out of the play area. Put a region on it. In the Helo Options set damage if to Destroyed if helo is in the region.
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The problem with doing the path thing is that in a Head to head game it defeats the purpose of making the objects not show up on the map. Might I suggest make a copy of the terrain map. Edit one terrain to remove the paths. Use the version with paths to set up the scenario then replace the map with the one without paths.
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As we say here in New Zealand "Fush and Chups"
:diable:
:sonic:
Did you hear about the kiwi who thought the canning stock route was a yearly event?.
I hear NZ are going to start driving on the right to comply with the rest of the world. To avoid confusion they're gonna start with trucks and buses.
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That file has been in the install since Pro PE was first released. It was just never implemented.
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Fences are Dangerous.
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Yes I get your point Retro, I have had a mile long tail of barbed wire fence trailing behind me for mile after mile too but I think these piddling little wooden fences in the game will just fall apart if you hit them head on with anything bigger than a wheel barrow at full tilt ...
Well the fence posts represent an 8"x8" post buried 2 foot into the ground. You would not want to hit one of those in a car. If we'd made them as week as you seem to want then the civilian cars, technicals and hummers wouldn't flinch from hitting them. This would be unrealistic. A compromise had to be made somewhere and this was it.
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I think you'll find that was the Hesco barriers and the Hesco fort. I just don't think the screenies ever made it.
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I'm not sure about that I didn't do the armour models. I would suspect they are similar. The main idea was to add some variety of walls for low polygon cost.
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- Why do we have two variants of the jersey barrier?
- Why two variants of the Bremer wall?
Originally when they were made the plan was to have them as objects (like buildings) In which case having single pieces and multiple pieces made sense for ease of placing. However Al kindly added the ability to use them as line objects which sort of negated some of the need. The same applies in reverse with the different wall lengths. Originally they were made in longer sections to aid placement. After the line system was implemented it was better to have shorter sections for going over uneven terrain (try using the long sections and the short sections on rough ground and you'll see why). The rock wall was decided to skew with the ground as rural walls do, so that could remain as a long section.
Brick, Flint and brick ( as seen a lot in the UK) and a rough rural rock wall.- What's the difference between the three "brick wall" types?
It was a limitation of the engine. To have them have a collision they need some solidity. Its a compromise to make them act as a barrier to movement. Use lower speeds to break them.- I think I once hit a fence at "low" speed and still my driver was knocked out - is this deliberate (so users shouldn't just knock down walls/fences willy-nilly)?
0 - Why do we have two variants of the jersey barrier?
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on my XP machine I saw something similar. The updated codemeter runtime had decided to use an IP address (network) which didn't really exist. It was trying to access 127.0.0.1 instead of the 192.168.1.101 which that machine does have. I changed the IP address in the pull down tab and it fixed the problem.
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only the "lemur" ones are crewable. the .50 rws isn't
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second time i've done that to you. Think the Centauro thread was the other
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You have to add them to the vehicle.
Place the vehicle, Right click. Go to options in the menu and you can add RWS.
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It was intentional.
The option was to have the objects on map or not. The reasoning was:-
- They represent temporary structures which may not have been added to maps or were built after the map was created (thinking in terms of the mission map as a paper map).
- After discussion it was decided that giving the enemy absolute data on fortified positions could render them victim to unrealistically accurate artillery plots (especially in MP).
There is nothing to stop you adding graphics to the defenders side especially when building a mission.
0 - They represent temporary structures which may not have been added to maps or were built after the map was created (thinking in terms of the mission map as a paper map).
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I can give you a couple of tips.
Gunnery Zoom is not obvious. In the list its listed as "Toggle TIS FOV" I think the default key is /. Change this to N to make it comply with other vehicles. Dynamic Lead is done with button 3. Track your target, lase and continue tracking. The range will flash for about a second or so. Once the range stops flashing the lead is ready. Its a bit like the Aslav gunnery where the lead is computed and then stays until its cleared.
In the TC's position changing the mag causes a change in the optics system. The screen will blank for a second or so while its moving into place.
That's all I can think of for now. If you have any specific question ask away.
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Iso Containers are physical objects. If you place them in blue they exist in red.
The only things you can "copy to other side" is graphics
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yes
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How to install skins
in Mods
Posted
It really isn't rocket science to get them to work.
I believe 90% of the problem is not checking the first and third points.